Graphics: Use memory pools for render elements
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51
include/Nazara/Graphics/ElementRendererRegistry.hpp
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51
include/Nazara/Graphics/ElementRendererRegistry.hpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_ELEMENTRENDERERREGISTRY_HPP
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#define NAZARA_GRAPHICS_ELEMENTRENDERERREGISTRY_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/RenderElementPool.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <memory>
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namespace Nz
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{
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class ElementRenderer;
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class NAZARA_GRAPHICS_API ElementRendererRegistry
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{
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public:
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ElementRendererRegistry();
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ElementRendererRegistry(const ElementRendererRegistry&) = delete;
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ElementRendererRegistry(ElementRendererRegistry&&) = delete;
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~ElementRendererRegistry() = default;
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template<typename T, typename... Args> RenderElementOwner AllocateElement(Args&&... args);
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template<typename F> void ForEachElementRenderer(F&& callback);
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inline ElementRenderer& GetElementRenderer(std::size_t elementIndex);
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inline std::size_t GetElementRendererCount() const;
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template<typename F> void ProcessRenderQueue(const RenderQueue<const RenderElement*>& renderQueue, F&& callback);
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template<typename T> void RegisterElementRenderer(std::unique_ptr<ElementRenderer> renderer);
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inline void RegisterElementRenderer(std::size_t elementIndex, std::unique_ptr<ElementRenderer> renderer);
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ElementRendererRegistry& operator=(const ElementRendererRegistry&) = delete;
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ElementRendererRegistry& operator=(ElementRendererRegistry&&) = delete;
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private:
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std::vector<std::unique_ptr<ElementRenderer>> m_elementRenderers;
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};
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}
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#include <Nazara/Graphics/ElementRendererRegistry.inl>
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#endif // NAZARA_GRAPHICS_ELEMENTRENDERERREGISTRY_HPP
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